Imagination Blog

Technology, news and insights

Tag: Khronos

powervr satnav
Consumer multimedia
Robin Britton

Vulkan vs OpenGL ES for a 3D satellite navigation app on PowerVR

The PowerVR architecture is quick to support the latest technologies, and the Vulkan API is a case in point. Vulkan is a modern API that enables developers to gain ‘low-level’ access to underlying graphics hardware, ensuring that the performance of that hardware can be maximised. Any apps displaying

openVX image
Consumer multimedia
Benny Har-Even

Showing our vision with OpenVX™ 1.1 support for PowerVR GPUs

You may already have seen that Imagination has announced that its PowerVR GPUs are the first to achieve conformance with the OpenVX 1.1 specification from the Khronos™ Group. OpenVX is an open, royalty-free standard API for cross-platform acceleration of computer vision applications. By being ahead of the game,

Creating optimised VR content using PowerVR graphics
AR/VR
Benny Har-Even

Creating optimised VR content: part 2 of our PowerVR webinar

The VR market is hotting up and is hitting the news in one form or another on a regular basis. Two recent cases in point are Sony’s PSVR, which is about to hit the market and Google’s announcement of its new line of Pixel branded hardware, which are Daydream

Consumer multimedia
Kristof Beets

Imagination’s smart, efficient approach to mobile compute

Imagination designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across performance, power consumption and system level integration. This approach has equally been applied to our integration of compute functionality in our GPU architecture; PowerVR Rogue is the

Consumer multimedia
Tobias Hector

Vulkan: High efficiency on mobile

Welcome to the second article in our series of blogs on the Vulkan API! This time I’ll be describing why Vulkan is so important for mobile and embedded systems, with a particular focus on efficiency. One of Vulkan’s top aims was to enable a much more efficient API. OpenGL ES required a lot

Consumer multimedia
Tobias Hector

Vulkan: One API for all platforms

This is the first in a series of blog posts that aims to discuss what was revealed at SIGGRAPH about Vulkan in a bit more depth. I won’t be revealing any new information – I’ll leave that to Khronos official announcements! What I will be doing however, is

Consumer multimedia
Ashley Smith

Gnomes per second in Vulkan and OpenGL ES

It’s been a while since we first showed off our Vulkan* driver for PowerVR Rogue GPUs. Since then, our PowerVR driver and graphics demo teams have been working hard to synchronize with the spec as it evolves towards its final form. Today we are excited to show you

Understanding PowerVR Series5XT: PowerVR GPUs and graphics API standards

On March 15th, Samsung announced their flagship Galaxy S4 smartphone – powered by their own Samsung Exynos 5 Octa SoC with a PowerVR Series5XT SGX544MP3 GPU core. Samsung’s return to PowerVR should be no surprise given the defining role played by the SGX540 in the original Galaxy and

PowerVR Series6 passes OpenGL ES 3.0 conformance with flying colours

Imagination’s PowerVR Series6 GPU technologies have now achieved full conformance with the latest version of OpenGL ES, marking another major milestone for this family of efficient, low power GPU IP cores which have been among the first OpenGL ES 3.0-conformant graphics cores to ship in consumer products. OpenGL

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